A Tribute to Michael Abrash: The ISA

Some people idolize athletes. Others gravitate towards entertainers. While Derek is a hockey fan and a musician who loves watching movies, his real passion lead him in a different direction. And he's also going to devolve into first person singular for a minute to tell you a little more about that.

At the time I was a high school student who needed a good project outside the curriculum to teach to our C++ programming class (this was another one of the excellent projects Jo Adams set her students upon). My good friend Tom Macleod and I had just learned enough calculus and advanced geometry to be dangerous: we decided to write a 3D graphics engine in order to learn and teach graphics programming to the class.

To support this endeavor, I spent a bit of cash (well, my parent's cash anyway) on some graphics and game programming books for the occasion, and the one that really stood out (the one that set the course of my life) was Michael Abrash's Graphics Programming Black Book Special Edition. This giant tome contained quite a bit of collected wisdom regarding the art and science of code optimization and graphics programming as well as some great details about the development of Quake.

Not only was his book an incredible source of information and inspiration for me personally, but if there was ever an x86 assembly guru and graphics programming god that could help take the design of an instruction set architecture for Larrabee to a whole other dimension, it is Michael Abrash. And our information indicates that he has done just that.

This isn't to say that others on the Larrabee team don't deserve a spotlight; it's just exciting to see the guy who got me hooked on computer graphics programming (which lead to my interest in hardware) show up on such an impressive graphics hardware design team.

For those who haven't idolized Abrash, his Wikipedia entry helps explain his luminary status in the game industry:

"Michael Abrash is a highly regarded technical writer, and one of the top optimization and 80x86 assembly language programmers, a reputation cemented by his 1990 book Zen of Assembly Language Volume 1: Knowledge. Before getting into technical writing, Abrash was a game programmer, having written his first commercial game in 1982. After working at Microsoft on graphics and assembly code for Windows NT 3.1, he returned to the game industry in the mid-1990s to work on Quake for id Software. Some of the technology behind Quake is documented in Abrash's Graphics Programming Black Book. After Quake was released, Abrash returned to Microsoft to work on natural language research, then moved to the Xbox team, until 2001. In 2002, Abrash went to work for RAD Game Tools, where he co-wrote the advanced Pixomatic software renderer, which emulates the functionality of a DirectX 7-level graphics card and is used as the software renderer in such games as Unreal Tournament 2004."

Intel brought Abrash on as a consultant to help define the Larrabee instruction set. For the longest time, extensions to x86 (e.g. SSE4) were done by Intel engineers at the request of the software community. With every iteration of SSE the game industry was always happier but never truly satisfied with the extensions to x86 that Intel introduced. When Intel set out to define the extensions to x86 that would be used in Larrabee, it sought out visionaries within the game industry to help define that spec rather than creating hardware and defining the ISA internally. One thing we've consistently heard from game developers about Larrabee is that the ISA makes more sense than any other approach they have seen from ATI or NVIDIA. Larrabee's ISA was designed in part by the game industry, for that very industry.

Interestingly enough, while reluctant to go into details about the Larrabee ISA itself, Intel did tell us that fewer than 5% of the instructions are graphics specific. What they found is that creating overly specialized instructions doesn't always do that much good as they can be hard for compilers to use effectively and difficult to hand optimize with as well. Rather, having a good selection of generally applicable and powerful instructions is a better way to go.

One of the advantages of developing the compiler in parallel with the ISA itself is that they can easily test and adapt both as needed to understand how best to balance the ISA. As the vast majority of developers will rely on compilers to generate highly performant code, making sure the ISA is a good fit for compilers is essential. At the same time, because of the renewed interest in software graphics engines Larrabee is stirring up in the Old Guard of real-time 3D computer graphics, having icons like Michael Abrash on the team will help make sure that the ISA is not only compiler friendly but will also be attractive to those who wish to achieve Zen through assembly optimization.

Which brings us to an interesting point.

Programming for Larrabee The Awesome Potential of Fully Programmable Graphics
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  • Griswold - Monday, August 4, 2008 - link

    You seem to be confused. Time for a nap.
  • MDme - Monday, August 4, 2008 - link

    but AMD will have Cinema 2.0. did you see that demo? by 2010, AMD will have the RV990 or whatever...and Nvidia will have GT400?
  • phaxmohdem - Monday, August 4, 2008 - link

    Considering how long it took nVidia to release a single GPU significantly faster than G80, I'd be shocked if we wee GT300 by 2009/2010. however a GTX 295GT X2 ULTRA OC is not out of the question ;)
  • shuffle2 - Monday, August 4, 2008 - link

    mm², how hard is that to write? >.>
  • 1prophet - Monday, August 4, 2008 - link

    They need to hit one out of the park with the drivers (software)as well.
  • jltate - Tuesday, August 5, 2008 - link

    I've got a bunch of comments, so I'll just list them all here.

    SSE doesn't have fused multiply-add operations. Larrabee does -- thus that 10 core processor could perform a peak of 320 floating point operations per cycle (it's mentioned in the SIGGRAPH paper).

    Larrabee's programming model is variable width -- the hardware can and likely will be augmented in the future to perform more than just 16 operations in parallel.

    The ring bus between cores was stated to be for each group of 16. Intel stated that for more than 16 cores they'd use "multiple short-linked rings".

    Also, the diagram only shows one memory controller on one side with fixed function logic on the other, not two memory controllers as you showed on page 5 of your article. However, Intel stated in the paper that the configuration and number of processors, fixed function blocks and I/O controllers would be implementation dependent. So in effect it could very well have a half-dozen 64-bit interfaces like G80.

    My forecast? This thing will rock. I for one simply cannot wait.
  • Laura Wilson - Monday, August 4, 2008 - link

    that's the truth

    they say they know this. it sounds like they know this ... we'll see what happens :-)
  • gigahertz20 - Monday, August 4, 2008 - link

    I'm going to predict Larrabee will provide a huge boost of performance over Intel's current crappy integrated graphic solutions, but will not be able to compete with AMD/ATI's and Nvidia's high end GPU's when it (Larrabee) finally launches. If Intel can deliver a monster that can push 100+ FPS in Crysis and doesn't cost so much that it breaks the bank like the current Nvidia GTX 280's, then they will have a real winner! When it finally launches though, who knows what AMD/ATI and Nvidia will have out to compete against it, wonder if Intel is just trying to push out a mainstream chip or go high end as well...guess I need to read the rest of the article :)
  • JEDIYoda - Tuesday, August 5, 2008 - link

    dreaming again huh??? you people who want top notch performance without having to pay for it....rofl..hahaha
  • FITCamaro - Monday, August 4, 2008 - link

    This isn't mean to compete with their IGPs. At least not initially.

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